package dev.ece.core.shader;

import org.lwjgl.opengl.GL20;

public class DepthShader extends Shader {

	private static final String VertexShaderSource = "attribute vec4 ece_Vertex;\n" +
													"void main() {\n" +
														"gl_Position = ece_ModelViewProjectionMatrix * ece_Vertex;\n" +
													"}\n";
	
	private static final String PixelShaderSource = "void main() {\n" +
													"}\n";
	
	private static final DepthShader DEPTHSHADER = new DepthShader();
	
	public static DepthShader getDepthShader() {
		return DEPTHSHADER;
	}
	
	private DepthShader() {
		super(VertexShaderSource, PixelShaderSource);
	}

	@Override
	protected void onBindAttribLocations(int program) {
		GL20.glBindAttribLocation(program, 0, "ece_Vertex");
	}

	@Override
	protected void onInitializeHandler(int program) {}

}
